Interesting article. Like all works, however, there are parts that I must object to.
Many game-movie crossovers, such as Wing Commander or Mario Brothers, failed and so did movie-games, such as Atari’s E.T.[9] or Braveheart. Their lesson: satisfy an audience for a movie, a player for a game.
I agree about that the 4 mentioned titles are failures. That said, I hardly consider the posted reason the factor for it.
Wing Commander (the movie) was an exercise in "Sci fi that made no sense at all". Mario brothers tried to decide which aspect of the game it should be faithful to, and which it should change for making a movie's sake, and it failed on both counts. ET failed due to the game being HORRIBLE, even by the standards of the Atari2600. As for Braveheart, the game is bug-riddled and bland.
The distinction I wish to make here is that, all 4 of the above "failures", their failure wasn't related to their movie/video game relationship. In fact, thinking back to it, the Mario Brothers movie seemed more like a title that was key-marketed to a crowd of stoners, rather than video game players young enough to be playing the "cartoony" Mario at the time that movie came out.
Mortal Kombat anyone? Movies and video games can, in fact, live happily together, and succeed side by side (well, at least if you don't try to make a sequel

).
Now, the "overabundance" of one aspect invading another can put people off. For example, a game with 90% cutscenes (say, Xenosaga) isn't going to turn into a smash hit with people who actually want to *play* the game, rather than watch it. But that's a different example; one deals with proportions, one with pseudo-absolutes.
A game designer can borrow inspiration from another medium but not techniques or values. For example, being inspired by the pace in a movie is far from learning how to pace a game from studying pace in a movie.
.
Pure false.
A) Movies are fast-paces; even long-trilogies (say, Lord of the Rings) are going to total in length of less than 10 hours (maybe the expanded DVD trilogy with all the deleted scenes and whatnot will be longer, but you get the idea).
B) Video games need to draw gamers in for periods much longer than 10 hours for them to be commercially successful.
However, A) does not mutually exclude B). You can make a very-fast-paced video game, and have it be good. You just have to know
when to do it.
A fast paced RPG will be a disaster... classic-RPGs are the prototype of "slow". But, say... an FPS? If my game of Doom ISN'T paced at an alarming rate, then the game developers screwed up (or I've already cleared the area and am just exploring it). And, of course, I'm leaving out a game like FZero... a racing game is kind of an unfair example here, not that corollaries between it and The Fast and the Furious cannot be drawn.
Another example would be the new Left 4 Dead. In any mode above "easy", the way to "survive" this horror-movie-esque game is to keep moving as fast as possible. It's replay-ability comes from it's multiplayer. But it's pacing is certainly identical to that of any horror movie with guns.
[G]ame development is turning into a circus, costs are skyrocketing, users get bored faster than ever before, and the development of truly new games — new ways of having fun — has all but stopped." Mr. Yamauchi, President of Nintendo
I agree with this quote, but sadly, I don't think it applies to this document. I postulate this instead: users aren't getting bored faster; instead, the base of users that actually *play* video games has expanded well beyond just the "nerd subculture" of the 90s. But the new base has a much lower ability / attention span average than it used to be... so to actually tap into the "largest part" of the current video game market, games have to be suitably simple in their execution.
Nintendo, to their credit, did come up with a new method of "fun", mind you. The touchpad, 2 screen Nintendo DS and the motion-sensitive Wii are sweet additions to the Video Game industry. Props to them for that.
What fine movie resembles ChuChu Rocket?... Chess, Kungfu Chess, ChuChu Rocket, Bust-a-Grove, Bomberman, Pacman...
Not exactly a fair list. All these games are fun (to the right target audience), but none of them have the substance to try and make a movie out of. I can't make much of a Video Game out of the movie "Looking for Bobby Fischer" either

.
Now let me hit this quote, which I feel is quite possibly the biggest problem with the bulk of this read:
"They were unanimous in preferring the games to television. They were also unanimous about the reason: active control." ... In a fine game, the player alters the outcome with every move.
Within the span of 2 paragraphs, he made a quote that shines light on the state of the industry, and then states that one of the main reasons for such a state is actually a good thing.
For any game to have a non-linear (AKA player-driven) storyline, you need to devote a large number of writers to develop (at the very least the framework for) multiple story paths, and the other resources necessary to make the game world for said number of possible states. This rivals that of Graphics development and the hiring of big name actors for the reason why video game costs are going nuts.
So which is it? Should games strive to be as player-malleable as possible, or should they take less than 5 years and 50 million dollars to create?
I also find it ironic that he touts the virtues of
Chess, Kungfu Chess, ChuChu Rocket, Bust-a-Grove, Bomberman, Pacman
just before this, when said games are hardly ones where a varying storyline is their primary source of fun

.
Also note: I'm sure someone is thinking right now "having an impact on the outcome can just mean whether the hero succeeds or fails". This is also false in any game that has a save feature. Unless your skill is so low as to never win; eventually, you will. And the storyline will be there to show you your win. The Hero will succeed.
Don't misunderstand my reaming in the above comments; games with player-driven storylines are a good idea. In fact, FPS-RPG Morrowind is one of my favorite games of all time (along with the TBS-RTS Lords of Magic title you guys have been seeing me repeatedly mention in this thread, and the classic-RPG Fallout1 & 2... 3, not so much). But I know (some of) what it took to make that(those) game(s). That type of development process will not become an industry norm do to simple economics: using that design, games will start becoming very few, and very far between. Other people will then just make similar-but-lower-tier stuff to sell in the interim, and it WILL sell, due to lack of alternatives. And it will turn a higher profit-per-unit due to it's development. That's how a capitalist society operates, after all... I wish it weren't, but it is

.
Anyway, I think I'm lambasting this one point enough for now, so... on with the rest of the post.
...
Actually, it is unfortunately getting late here, so I'll give a few more examples, but will shorten my responses down considerably.
The more I study the smarter Aristotle gets." In a fine game, the more the player studies the deeper the game gets... When the game ceases to teach the player a new lesson, the game stops being fun.
I think he is overestimating the "average game buyer" these days. The people with the money in their pockets want instant gratification, not a cerebral experience. They can, will, and do, run to the nearest strat guide or cheat sheet at the first opportunity, just to "win at the game".
He learns that self-evaluation and teamwork trump individual excellence.
See above. Some people will form "guilds" in an MMO to maximize their "in-game" potential, but most (I.E. the market developers target) just pick the guy with the biggest damage, read a guide on what to put on him, and go stomp stuff. If they can't, they cancel their subscription. WoW is terribly easy compared to any other MMO, and it's subscriber base is huge compared to all other MMOs
combined. I don't think that coincidence.
Or, how about Diablo2 vs. Dungeon siege 2. DS2 has more story, better voice acting, longer play times, and is just as simple to actually play. Why is D2 so much more popular today? Because people can get bots that PLAY THE GAME FOR THEM, giving them maxed-out characters that they can use to... well, trivialize it's actual content. Again, maximum gratification, minimum playing.
A fine game gives insight into the human condition, if you believe: The world resembles a game, and all of us are players—our moves finite, our consequences irreversible.
The majority of game buyers don't want this. They want to have it all their way. Go to ANY developer-sponsored forum board and search for the phrase "we don't want work/life, we want a game". Even if the underlying premises of games and life (and for that matter, the rest of the universe) all have some conjoining equation, you have to understand: today's target demographic doesn't consider anything besides continuous winning "fun".
Any crack dealer will tell you: addiciton beats quality.
Sorry if this whole post sounds bile-filled. But I'm not a big fan of rosy-eyed dissertations who assume that just because they put a lot of emotion behind their arguments, that makes them more valid that ones based on statistics. Wippersnapper's posts are actually going for definitions and explanations, so he's all good (even if I disagree with some of his links); but Kennerly's post is just an academic exercise in "they way it
should be", which stops having any real effect once you leave a college philosophy class. We
should live in a pure communism as well, as it is the most equitable and fair. But we know how those turn out.
EDITOR'S NOTE:
A post was made before I posted this one, so I will address it as well.
Yes, generally speaking, there are as many nuances of "Fun" as there are human beings on the planet Earth. Still Whipper's contention is that there is a subset of humanity that has a love for RTS gaming and that based on the 25 year history of RTS (the first RTS was released in 1983) all the RTS's have commonality as do the folks who find them fun. What I was pointing out was that at every stage of creating an RTS, even before you write your first line of code, you have to ask yourself "Is this gonna be fun to play within the context of everything else concieved so far and also with what is yet to be created ?" The ideal outcome is that most of the game play mechanics that you create-code will be fun for a majority of RTS gamers and that your mechnics are so clever that "fun replay value" will assure longevity and a robust mod community that are inspired to
add to the cannon new twists of fun not even thought of by the original developers.
I agree with 90% of this (the part about letting a fan base add to canon is a sure-fire way to turn a work into insanity... leave the canon to the devs, if they like a fan idea, they'll throw it in themselves

). But that's not the majority of what the linked article is saying. The linked article
claims to be saying what I've quoted from you, but it's just being used as a thin rationale for him to then put forth his personal opinions as to just how cerebral a game has to be for it to be "fun", which i disagree with heartily enough to make a long post about.